Random start locations

craecrae Join Date: 2005-01-30 Member: 39035Members
This has probably been discussed already, but I was wondering what position UWE is taking. Are all official maps going to have fixed start locations? I've noticed that the maps people are designing follow this pattern.

The reason I have brought this up is I REALLY like the random start hive in NS1. It gave the same map much more variation and depth. I would like to see random alien AND marine start locations tested out. Even if the 2 sides started on tech points right next to each other, that would still make for a very interesting round.

Comments

  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I think that it's possible, but probably not going to be part of any official v1.0 NS2 maps. UWE seems to have even discouraged the enemy team being able to build in your side's start (e.g. no power node in alien start and hives built in marine start produce no eggs by design). You'll probably only see this from custom maps.
  • craecrae Join Date: 2005-01-30 Member: 39035Members
    >no power node in alien start and hives built in marine start produce no eggs by design

    I wasn't aware of this. I'm hoping that this is an oversight rather than by intentional design. It is entirely possible that during the course of a normal game, the alien team could lose control of alien start or marines could lose marine start. To deny the possibility of the opposing side building a fully functional hive/CC in a captured tech point seems illogical. I hope this is addressed in time.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1841118:date=Apr 15 2011, 09:03 PM:name=crae)--><div class='quotetop'>QUOTE (crae @ Apr 15 2011, 09:03 PM) <a href="index.php?act=findpost&pid=1841118"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->>no power node in alien start and hives built in marine start produce no eggs by design

    I wasn't aware of this. I'm hoping that this is an oversight rather than by intentional design. It is entirely possible that during the course of a normal game, the alien team could lose control of alien start or marines could lose marine start. To deny the possibility of the opposing side building a fully functional hive/CC in a captured tech point seems illogical. I hope this is addressed in time.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This.

    I really hope the playing field isn't this static in the final implementation. Giving just the Aliens random start points adds flavor (although that may be difficult to balance).
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1841118:date=Apr 15 2011, 06:03 PM:name=crae)--><div class='quotetop'>QUOTE (crae @ Apr 15 2011, 06:03 PM) <a href="index.php?act=findpost&pid=1841118"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->>no power node in alien start and hives built in marine start produce no eggs by design

    I wasn't aware of this. I'm hoping that this is an oversight rather than by intentional design. It is entirely possible that during the course of a normal game, the alien team could lose control of alien start or marines could lose marine start. To deny the possibility of the opposing side building a fully functional hive/CC in a captured tech point seems illogical. I hope this is addressed in time.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sadly, I think it was intentional design. Also, if you check out the mapping guidelines document, most of the tech layouts strongly imply a single starting location for each side. I think that's also the reason they called rooms 'marine start' and 'alien start' because they are designed to be controlled only by those sides.

    As I said, I think we'll only get random starting location maps from the community, not UWE.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    yep i'd like to see random start locations for both teams, as long as they are always opposite to each other


    so there are 4 possible locations for each map - would give each map a lot more long life
  • craecrae Join Date: 2005-01-30 Member: 39035Members
    >always opposite to each other

    Some maps are going to be quite large. Perhaps a server setting that controls how many neutral tech points between the 2 start locations:

    0 - starts in adjacent tech points possible
    1 - at least 1 tech point between starts
    2 - at least 2
    fixed(2,6) - start locations always on tech points 2 and 6

    I think it would be worth while testing how they played.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    I guess the trouble is no other rooms are double points (Tech and Res).
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    +1 Starting positions should be random, in pairs (across the map)
    +1 A team should not be restricted from building in the other team's start base (if that team is pushed out)
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